Outside of timer scamming, May has little grime in a game filled with it. She doesn't do much wrong but she doesn't do enough to keep up with the better characters.
- Great Air Options: May can literally play an entire match in the air thanks to Restive Rolling (623S) functionally being an 8 way air dash with a hitbox that you can repeat as many times as you want. Helping this is her strong air normals and Aqua Rolling (236S).
- Great Normals: Her normals are big, recover fast, and disjointed, making them very strong.
- Solid Mixups: May has two overheads, 6P and Dust, both of which are fairly fast and one of which converts into her infinite. She also has Overhead Kiss (41236K), an instant command throw with good range but no oki.
- Weak Throws: While they have good damage, both her throw and command throw toss the opponent high into the air where they can tech and reset to neutral.
- Hard CC Infinite: May's CC infinite is much tighter than other characters' and there's a good chance you'll drop it.
May | |
---|---|
Defense | |
80%Raw Value: 8 | |
Jump Startup | |
3f | |
Backdash | |
22f | |
Meter Gain Mod | |
100%Raw Value: 10 | |
Charge Time | |
48f | |
Forward Walk Speed | |
93%Raw Value: 716 | |
Backward Walk Speed | |
96%Raw Value: 563 | |
Dizzy Resistance | |
127%Raw Value: 38 | |
Fastest Attack | |
Reversals | |
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 9 | 4 | 9 | -5 | +2 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 7 | 18 | -18 | -10 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 8 | 4 | 13 | -8 | +4 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 16 | 4 | 26 | -21 | -9 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | All | 12 | 4 | 13 | -8 | +10 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | Overhead | 25 | 3 | 15 | -11 | -3 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
6 | Low | 6 | 4 | 9 | -7 | +1 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Low | 9 | 6 | 11 | -9 | +3 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Low | 8 | 12 | 17 | -21 | -9 | 8~11, 24~27 Strike |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23 | Low | 20 | 4 | 23 | -19 | -15 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 7 | 9 | N/A | N/A | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | Overhead | 8 | 10 | 13 | N/A | N/A | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Overhead | 9 | 13 | 13 | N/A | N/A | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 4 | until landing | 0 | N/A | N/A | none |
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Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23 | Overhead | 21 | 4 | 27 | -22 | +74 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Throw | 1 | N/A | N/A | N/A | 0 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 22 | N/A | 9 | 0 | +10 |
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Fly Away!
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 12 | 18 | 11 | N/A | N/A | Above Knees 1~11, 15~40 |
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Aqua Rolling
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Aqua Rolling | 17 | All | 16 | max 19 | 2 on whiff, 77 on hit | -65 | -63 | none |
Aqua Rolling Level 2 | 21,12,11,9,9 | All | 16 | max 19 | 5 on whiff,61 on hit | -56 | -47 | none |
Aqua Rolling Level 3 | 31,18,16,13,13 | All | 16 | max 19 | 13 on whiff,56 on hit | -55 | -33 | none |
A forward advancing, airborne roll which floats May far away from the opponent on hit. May is wrapped inside of one giant hitbox during the active portion of the move making it difficult to contest.
The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage.
The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage.Resistive Rolling
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5,4,3,3,2,2,2,2 | All | 1 | 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)2 | 0 | N/A | N/A | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | All | 16 | 62 | total 27 | -17 | -5 | none |
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Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Mist Finer | 5,4,3,3 | All | 13 | 22 | 27 | -27 | -15 | none |
Gentle Mist Finer | 3xN | All | N/A | indefinite | 27 | N/A | N/A | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Throw | 1 | N/A | N/A | N/A | +3 | none |
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May Dynamic
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1,17,16,13,13,11 | Mid | 15 | 14(21)42 | 0 | -24 | -10 | none |
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